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Poison_sight_check: ; BC = XY of the enemy. D = direction (must be unchanged). Direction to face in E (or 0 if not)
LD E, $00
LD A, L
AND $f0
ADD $09
LD L, A
LD A, $00
CP (HL)
RET Z
JP =Check_player_next_to
Poison_Enemy_Attack: ; Direction to face in E. Result in BC (XY), Direction in D
LD A, D
AND $f0
SWAP A
LD D, A
LD A, E
DEC A
DEC D
XOR D
INC D
CP $00
JR Z, =.attack
BIT 1, A
JR NZ, =.attack
LD D, E
LD A, D
SWAP A
AND $70
OR D
LD D, A
RET
.attack:
LD A, E
SWAP A
AND $70
OR E
LD D, A
LD A, L
AND $f0
OR $0a
LD L, A
LD (HL), $01
PUSH BC
LD A, $mem_bunny_direction
AND $08
LD B, A
LD A, $mem_bunny_flags
AND $01
OR B
CP $09
POP BC
RET Z
LD A, $mem_bunny_flags
CP $00
RET NZ
LD A, $08
LD $mem_bunny_status, A
LD A, $0a
LD $mem_bunny_status_clear_turn_counter, A
.SET_SOUND_EFFECT =_sound_effect_Bite
LD A, L
AND $f0
ADD $07
LD L, A
SET 2, (HL)
LD A, L
AND $f0
ADD $09
LD L, A
DEC (HL)
RET
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